Intermediate - Advanced Level Users.
Expanding upon design and architecture lessons learned in 'Game Architecture And Design', this companion book introduces design patterns that can be reused, which is key to efficient game development in the future. It analyses common game design and architecture mistakes and anti-patterns, providing documented designs that can be used as game templates that can be expanded on.
The book focuses on patterns of games, which can reduce development time and costs by promoting design reuse. It demonstrates patterns using industry standard UML (Unified Modeling Language) accompanied by descriptive text and examples.
The book addresses commonality in all games and then branches into genre based specifics, exploring design and architecture as the foundation for any game programming project.